I think the main difference here is that the telemarketer is making an unsolicited call, while for OP, its feedback for a solicited art test that has been submitted to the directions of the studio that administered it. Not to say the company is obligated to reply and give feedback, but this whole scenario is because of…
The sword is definitely better than its previous version, just put them side by side and see. But it still lacks lighting so it still appears somewhat flat. Lets look at somesone esles work for an example: https://cdna.artstation.com/p/assets/images/images/003/927/624/large/zug-zug-iron-sword-con2.jpg?1478612467 See how…
You might be better off putting in a global img override in the css; img { border: 0; } Saves you having to specify it for every image you put in, as more often than not I imagine you want no borders on images. Then you can go back and put in borders if you really want them with a class identifier. e.g. img { border: 0; }…
I'm not about to start critiquing whether or not I think your character looks like a female... cause I think either way you go with this is fine. (Whether you keep her this way, and make people think, hmm! look at this a-typical female model... or you make it more feminine, and people say, hmm, she's hawt!) But am I the…
This is looking great! If I had to point out one thing at this moment, I would love to see some more interaction between the candle on the skull, it seems to be pretty burned down, however there are no trails of stearin on it. Would be cool if you did it like this:…
I think your biggest hurdle, as mentioned above, is fabric work. Right now your fabric and especially the coat look like plasticine. The coat doesn't drape naturally, it needs more weight. As other people mentioned, the folds currently feel random. Google coat references. Ie:…
i haven't seen many bugs in maya vertex tools, but i think the tools are just not suitable for reasonable editing. a cool tool is VertexChameleon: http://www.renderheads.com/portfolio/VertexChameleon/#Home the plugin has some stability issues and undo is not working, but it was worth the money. as they are a bit slow in…
All these methods are fine I suppose, but none of them seem practical to me. A true 3D rope like that would require way too many polygons, and you would waste too much performance on a minor element of the scene. Unless the rope is 80% of the image. I would just make a good tiling normal map and occlusion map, and then…
The spacing tool will get the treads populated, BUT if you want to animate it, you're looking at quite a bit of rigging... Tank treads are some of the harder things I've had to rig up... I ended up using a method similar to Paul Hormis's dynamic chain tutorial to get them rigged up and flowing around a path. It was a bitch…
Much better, but I feel like it's all a bit too yellow at the moment. I took the image into photoshop to see if I could adjust it and get some better color range: Not perfect, but it gets away from the yellowness that was bothering me a little. You can create a color-lookup-table for use in UE4, if that's where this is…